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Here's the patch notes: https://mordhau.com/forum/topic/10158/changelog-thread/
What do you guys think of the changes? Discuss them here!
This topic has been pinned.
great job lads!
I would've kept the parry recovery as it was. Coming from WOTR where you only get a recovery period from being parried and missing a hit AND the recovery periods are really short (Somewhere around 300 ms I'd say), I truly despise having to recover from everything I do XD
Otherwise the changes look good. One thing I noticed is that you haven't included the crash to desktop bug whenever the game tries to load consecutive bot matches into the known bugs and issues section.
EDIT: It seems the crash to desktop bug is gone. Haven't had it a single time yet with the new patch.
Increased parry recovery is needed because too many players were going unpunished after someone successfully feinted them.
If you haven't relied on double parries, the change won't affect how the game feels for you.
Have yet to play. Reading this, these seem like some very elegant fixes to long-running problems and imbalances.
I've always used Mail torso and leg armor, so it's satisfying to finally see that the biggest two F U weapons to Mail are being addressed with their HTK.
The kick changes seem pretty solid and are more or less what I expected. The missed kick CFTP buff a while ago made it hard to damage a whiff (though you would drain like 50 stamina from them), so I think now that ease of defense finally makes sense. The increased damage (15), while small relative to taking a blade to the face, is significant enough to lower HTK by 1 on a lot of weapons, which still encourages people to try to avoid/clash kicks. Kicks now lead into mindgame situations instead of autohit situations, which is a bonus all around: the aggressor can choose between attacking normally, feinting, morphing, or morph feinting, all of which can be defended against as well. Kick turncap means circlestrafing footwork is now more viable and reliable once again, which is great.
This has been long awaited. Even the Longsword, a relatively fast weapon, would get double parried a lot after a successful feint against a backpedaling light-armored guy.
I wonder what specifically changed here? If it's what I think it is though, this is indeed a much needed change. Stuff like Rapier, Bastard Sword, and close-grip Battle Axe feints were pretty silly to fight against if you didn't have a fast 1h'er yourself.
Whoah interesting, BS and Greatsword but not Longsword were affected. What kind of bizarre stats did/does Bastard Sword have? One of the most unfun weapons to fight against with 80+ ping. But I digress... I agree with this change. On a superficial level, extreme stab drags just look weird. But that unintuitiveness extends to teamfights as well. And seeing Messer on the list... I always did feel like the Messer stab was surprisingly good in every way except reach and damage.
Intrigued to see what specifically changed.
Yeah, this was needed. Using a Mace in Chivalry did feel like a trade-off: you got really potent strikes at the cost of a nerfed stab compared to the swords, so it wasn't as reliable and had a definite matchup disadvantage vs other MAA, but you had potential to do incredible damage to unaware Knights and Vanguards. In Mordhau, Mace just felt like a slightly slower striking Broadsword.
Ooooh, can't wait to test this out. Should turn the tides against 1h'ers a bit.
Not bad, will have to see in-game for myself how significant or subtle this change is.
Perhaps THE most important change of the patch (kick change being the other contender). I think this makes everyone happy. Those who wanted slower, more Chivalry-tempo'd fights got what they want. Those who have taken a liking to the frantic, fast-paced potential Mordhau offers can now actually chamber and counterchamber Rapiers. Consistency in chambering is something I've been awaiting for a long time!
I think this will also inadvertently fix the "disappearing people when speccing" glitch. One thing I've noticed is that when this glitch occurs and I switch back to free cam, I am somehow positioned out of bounds. Pressing WSAD while speccing a person still moves the free cam position even though you're not seeing from that POV.
WHOAH okay, maybe this is the biggest change. Ah!!!
Just want to know why the developers decided to make it so two stabs to a plate head with spear won't kill anymore?
It's not like it's easy to get a head stab, especially now that they've nerfed kick. I am very sad.
Nothing but a big hammer (This includes the backsides of some polearms, eveningstars etc.) should two shot someone in full plate IMO, no matter where you hit.
The new lockout feels terrible. I understand why it was implemented but it over does it a lot tbh. The only really issue beforehand was like rapier or arming sword spam. Or even axe stab spam.
Everything else was ez to counter. Now it just feels terrible to play against heavy weapons and heavily favors them, which doesn't make sense because heavy weapons were already meta.
If it doesn't get reverted at the very least it should take both weapons into account, not just the weapon that parries. So eveningstar vs eveningstar duels will feel like there is no lockout like before, whereas eveningstar vs rapier will be very diff. Even then tho, the lockout is just too high right now.
Everything else about the patch is great, but parry lockout as it stands feels like a step back as opposed to a step forward.
shields are now stronger because you can't stun them with their massive fucking hitbox and leg damage was also reduced
rip
IMO this patch sucks big ol' balls.
imo, this patch is heading in the right direction.
The option to play more defensively and patient is now viable via the parry/chamber lockout changes.
This by far is my favorite and now fights just feel better to me. The pace is slowed down a bit and spamming attacks is not as effective.
Prince is just salty cuz his spear cheese is nerfed a bit. Which is a good thing --since it was an easily ab-usable weapon.
For alpha not being about balance I see a lot of balance changes but not a lot of new content. I'm not being accusing but that's partially why I don't really play it too often anymore.
I'm salty for a few reasons.
But more importantly...
Now that they've removed two shotting plate heads with well placed stabs, there's not much incentive to try to aim stabs for the head, since it'll all just 3 shot.
What compelled devs to slow down light armor? The meta is still heavily in favor of heavy armored knights.
The party lockout is overkill.
I'll let u know how it do
this post will be updated soon™
Damn am I late to the party?
But seriously, the spear is what I use the most and it's one true use as a weapon just got removed nerfed.
Parry* hehe, my bad.
my initial impressions are positive. I haven't explicitly noticed the lockout changes affecting me. too early for me to comment on anything else
I will miss kick stuns against shields but we'll have to see how things play out with the stam system
I wonder why the light armor spear main is unhappy
I am untethered and my rage knows no bounds.